Which QP mode do i click? Which one does the DEVS want you to click?
What about the differences between the heroes? How do you explain that in QP?
What if i like a hero in one mode, but that hero plays completely differently in another mode?
Which button do the devs want players to pick first? How does that affect the UI? How does that affect user flow and analytics?
How will a new game mode affect 222 players?
How are competitive points distributed?
How does this affect the SR system? How do the devs maintain 2 completely separate SR systems at the same time? How is that affected by analytics?
How does this affect level design? Systems design? Social design?
How does it affect Overwatch 2? How does it affect PVE and new game modes?
That’s just a quick sample of a few questions that would need to be answered. Go for it dude
RE: 222 balance futureproofing. Just because Jeff didnt explicitly call out an easily proven fact doesnt mean its not true. It is true, and its mathmatically provable. A theory is not discredited just because its hasnt been specifically mentioned (hint - they wont, because any hint of weakness would be like throwing yourself to the forum wolves).